hcpookie 3770 Posted May 25, 2019 update published! 1 Share this post Link to post Share on other sites
Kimnero 0 Posted May 30, 2019 여보세요. 경. 나는 당신의 애드온을 내 arma 개인용 서버를위한 팩 모음으로 비상업적 인 무료 적으로 만 사용할 수있게하고 싶습니다. 그리고 내가 addons을 많이 사용하므로 패키지를 유용하게 감시하고 싶다. 피즈 나 허가? 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted June 4, 2019 Information about the new Uragan-M IRL upon which the new addition to the mod is based: https://www.janes.com/article/88694/milex-2019-belarus-upgrades-mid-range-mrl-inventory 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted July 25, 2019 update Quote FIX: SRBM function now works wtih AI units IMPROVED: Missile artillery blast radius Share this post Link to post Share on other sites
Mohammad Wazzan 3 Posted July 25, 2019 On 12/23/2017 at 2:11 PM, hcpookie said: Another little teaser... this time of the 9K720... Share this post Link to post Share on other sites
Mohammad Wazzan 3 Posted July 25, 2019 Great mod sir!! but The zil135 truck really need an improvement on details and some texture to look like more realistic the other vehicles looks very very nice but this one!! -can we see a zil-130 in your future project thank you sir in advance Share this post Link to post Share on other sites
LSValmont 789 Posted July 25, 2019 This should be in CUP too! Amazing Cold War era assets! 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted July 29, 2019 Update! Quote FIX: SCUD launch script range check to avoid stuck looping issues << this should fix SCUD failure to fire issues IMPROVED: SCUD gunner view IMPROVED: Artillery HE fire mission behavior IMPROVED: Artillery fire mission rounds now affected by wind NEW: Artillery "SPOT" mission for 1x smoke spotter round NEW: Long-burn artillery ILLUMINATION fire mission flare round Share this post Link to post Share on other sites
AtomicBoy 33 Posted July 29, 2019 Would you be so kind as to add the list of custom magazines artillery by type of artillery? As this information can be used ADDON artillery to use in Vcom (use the FFE scritpt) and in HETMAN. It is used like this: 1.-VCOM: The format is RydFFE_Add_Other ([]) - here you can list classnames of other custom artillery units (lowercase only!), That are being controlled by “FFE”, if are using custom magazines (classes added here shouldn't be added to any other “add "Array). EXAMPLE: Create an init.sqf file and add: RydFFE_Debug = true; RydFFE_ShellView = true; RydFFE_FO = ["vme_CH4B", "I_UAV_02_CAS_F", "I_UGV_01_rcws_F", "CUP_I_RACS_SL"]; RydFFE_Add_Other = [ [["pook_2S19_OPFOR"], ["pook_152mm_30rdHE", "pook_152mm_30rdHE", "pook_152mm_30rdHE", "", ""]] ]; 2.HETMAN The format is In HAL this is RydHQ_Add_OtherArty, which should be used instead of RHQ_Mortars (RHQ_Mortars is for mortars, also custom, but only those using vanilla ammunition). Rest works same way. EXAMPLE: Within the init.sqf file created add the following lines (NOTE, this scrip is much more complex, this is only to add artillery): RydFFE_FOClass = ([ "O_mas_afr_hd_recon_JTAC_F", "O_mas_afr_recon_JTAC_F", "I_UAV_02_dynamicLoadout_F", "I_UAV_02_CAS_F", "I_UAV_01_F", "I_UGV_01_F", "I_UGV_01_rcws_F", "CUP_I_RACS_RoyalCommando", "CUP_I_RACS_RoyalGuard", "CUP_I_RACS_RoyalMarksman", "CUP_I_RACS_SL" ]); RHQ_Art = [ "rhsusf_m142_usarmy_wd", "rhsusf_m142_usarmy_d", "rhsusf_m109d_usarmy", "rhsusf_m109_usarmy", "B_MBT_01_arty_F", "B_MBT_01_mlrs_F", "CUP_I_M252_RACS", "CUP_I_M119_RACS", "pook_2S19_RACS" ]; RydHQ_Add_OtherArty = [ [["CUP_I_M119_RACS"], ["CUP_30Rnd_105mmHE_M119_M", "CUP_30Rnd_105mmLASER_M119_M", "CUP_30Rnd_105mmWP_M119_M", "CUP_30Rnd_105mmS_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM" [["pook_2S19_RACS"], ["pook_152mm_30rdHE", "pook_152mm_40rdHE", "pook_ARTY_12rdSMK", "pook_ARTY_30rdILM", "", ""]], [["rhsusf_m109d_usarmy", "rhsusf_m109_usarmy"], ["rhs_mag_155mm_m795_28", "rhs_mag_155mm_m712_2", "rhs_mag_155mm_m864_3", "rhs_mag_m," rhs_mag_m_5 " [["rhsusf_m142_usarmy_wd", "rhsusf_m142_usarmy_d"], ["rhs_ammo_m26a1_rocket", "rhs_ammo_m26a1_rocket", "rhs_ammo_m26a1_rocket"] ",", " // [["" pook_2S19_OPFOR "], [" pook_152mm_30rdHE "," pook_152mm_30rdHE "," pook_152mm_30rdHE "," "," "]] [["pook_2S19_OPFOR"], ["pook_152mm_40rdHE", "pook_152mm_40rdHE", "pook_152mm_40rdHE", "", ""]] ]; Thanks in advance Atomicboy Share this post Link to post Share on other sites
velzevul 32 Posted July 29, 2019 it seems to me that FFE uses Pook arty assets without additional editing of configs. it worked, at least for 2S7 and the TOS, which I have tried in test mission. Share this post Link to post Share on other sites
hcpookie 3770 Posted July 29, 2019 Sorry I'm not following - what list exactly are you asking about? Magazine types? Share this post Link to post Share on other sites
AtomicBoy 33 Posted July 30, 2019 (edited) 19 hours ago, hcpookie said: Sorry I'm not following - what list exactly are you asking about? Magazine types? yes, more or less list classnames of list of arty pieces classnames (lowercase)],list of magazines for these classes in order: primary (HE), rare (WP, Cluster…),secondary (used instead of HE – guided, laser…),smoke, illum]], … BR. AtomicBoy Edited July 30, 2019 by AtomicBoy Share this post Link to post Share on other sites
hcpookie 3770 Posted July 30, 2019 And for what reason exactly? Share this post Link to post Share on other sites
AtomicBoy 33 Posted July 30, 2019 2 hours ago, hcpookie said: And for what reason exactly? with this information can be used ADDON POOK ARTY PACK artillery to use in Vcom (use the FFE scritpt) and in HETMAN. thanks Share this post Link to post Share on other sites
hcpookie 3770 Posted July 31, 2019 These are the current classnames for the units... Spoiler Quote units[] = { "pook_2S19_OPFOR","pook_2S19_BLUFOR","pook_2S19_INDFOR", "pook_2S1_OPFOR","pook_2S1_BLUFOR","pook_2S1_INDFOR", "pook_2S1_OPFOR","pook_2S1_BLUFOR","pook_2S1_INDFOR", "pook_2S3_OPFOR","pook_2S3_BLUFOR","pook_2S3_INDFOR", "pook_2S5_OPFOR","pook_2S5_BLUFOR","pook_2S5_INDFOR", "pook_TOS1A_OPFOR","pook_TOS1A_BLUFOR","pook_TOS1A_INDFOR", "pook_MZKT_AMMO_OPFOR","pook_MZKT_AMMO_BLUFOR","pook_MZKT_AMMO_INDFOR", "pook_A222_OPFOR","pook_A222_BLUFOR","pook_A222_INDFOR", "pook_4K51_OPFOR","pook_4K51_BLUFOR","pook_4K51_INDFOR", "pook_3K60_OPFOR","pook_3K60_BLUFOR","pook_3K60_INDFOR", "pook_9K58_OPFOR","pook_9K58_BLUFOR","pook_9K58_INDFOR", "pook_9K57_OPFOR","pook_9K57_BLUFOR","pook_9K57_INDFOR", "pook_9K57M_OPFOR","pook_9K57M_BLUFOR","pook_9K57M_INDFOR", "pook_9K52_OPFOR","pook_9K52_BLUFOR","pook_9K52_INDFOR", "pook_SCUD_OPFOR","pook_SCUD_BLUFOR","pook_SCUD_INDFOR", "pook_9K720_OPFOR","pook_9K720_BLUFOR","pook_9K720_INDFOR", "pook_9K720K_OPFOR","pook_9K720K_BLUFOR","pook_9K720K_INDFOR", "pook_K300P_OPFOR","pook_K300P_BLUFOR","pook_K300P_INDFOR" // CUP units "pook_2S19_RU","pook_2S19_TAK","pook_2S19_INS","pook_2S19_TKINS","pook_2S19_CDF","pook_2S19_CDF_IND","pook_2S19_GUE","pook_2S19_TKGUE","pook_2S19_RACS","pook_2S19_SLA", "pook_2S1_RU","pook_2S1_TAK","pook_2S1_INS","pook_2S1_TKINS","pook_2S1_CDF","pook_2S1_CDF_IND","pook_2S1_GUE","pook_2S1_TKGUE","pook_2S1_RACS","pook_2S1_SLA", "pook_2S3_RU","pook_2S3_TAK","pook_2S3_INS","pook_2S3_TKINS","pook_2S3_CDF","pook_2S3_CDF_IND","pook_2S3_GUE","pook_2S3_TKGUE","pook_2S3_RACS","pook_2S3_SLA", "pook_2S5_RU","pook_2S5_TAK","pook_2S5_INS","pook_2S5_TKINS","pook_2S5_CDF","pook_2S5_CDF_IND","pook_2S5_GUE","pook_2S5_TKGUE","pook_2S5_RACS","pook_2S5_SLA", "pook_MZKT_AMMO_RU","pook_MZKT_AMMO_TAK","pook_MZKT_AMMO_INS","pook_MZKT_AMMO_SLA","pook_MZKT_AMMO_TKINS","pook_MZKT_AMMO_CDF","pook_MZKT_AMMO_CDF_IND","pook_MZKT_AMMO_GUE","pook_MZKT_AMMO_TKGUE","pook_MZKT_AMMO_RACS", "pook_A222_RU","pook_A222_TAK","pook_A222_INS","pook_A222_TKINS","pook_A222_CDF","pook_A222_CDF_IND","pook_A222_GUE","pook_A222_TKGUE","pook_A222_RACS","pook_A222_SLA", "pook_SCUD_RU","pook_SCUD_TAK","pook_SCUD_INS","pook_SCUD_TKINS","pook_SCUD_CDF","pook_SCUD_CDF_IND","pook_SCUD_GUE","pook_SCUD_TKGUE","pook_SCUD_RACS","pook_SCUD_SLA", "pook_4K51_RU","pook_4K51_TAK","pook_4K51_INS","pook_4K51_TKINS","pook_4K51_CDF","pook_4K51_CDF_IND","pook_4K51_GUE","pook_4K51_TKGUE","pook_4K51_RACS","pook_4K51_SLA", "pook_3K60_RU","pook_3K60_TAK","pook_3K60_INS","pook_3K60_TKINS","pook_3K60_CDF","pook_3K60_CDF_IND","pook_3K60_GUE","pook_3K60_TKGUE","pook_3K60_RACS","pook_3K60_SLA", "pook_9K58_RU","pook_9K58_TAK","pook_9K58_INS","pook_9K58_TKINS","pook_9K58_CDF","pook_9K58_CDF_IND","pook_9K58_GUE","pook_9K58_TKGUE","pook_9K58_RACS","pook_9K58_SLA", "pook_9K57_RU","pook_9K57_TAK","pook_9K57_INS","pook_9K57_TKINS","pook_9K57_CDF","pook_9K57_CDF_IND","pook_9K57_GUE","pook_9K57_TKGUE","pook_9K57_RACS","pook_9K57_SLA", "pook_9K57M_RU","pook_9K57M_TAK","pook_9K57M_INS","pook_9K57M_TKINS","pook_9K57M_CDF","pook_9K57M_CDF_IND","pook_9K57M_GUE","pook_9K57M_TKGUE","pook_9K57M_RACS","pook_9K57M_SLA", "pook_9K52_RU","pook_9K52_TAK","pook_9K52_INS","pook_9K52_TKINS","pook_9K52_CDF","pook_9K52_CDF_IND","pook_9K52_GUE","pook_9K52_TKGUE","pook_9K52_RACS","pook_9K52_SLA", "pook_TOS1A_RU","pook_TOS1A_TAK","pook_TOS1A_INS","pook_TOS1A_TKINS","pook_TOS1A_CDF","pook_TOS1A_CDF_IND","pook_TOS1A_GUE","pook_TOS1A_TKGUE","pook_TOS1A_RACS","pook_TOS1A_SLA", "pook_9K720_RU","pook_9K720_TAK","pook_9K720_INS","pook_9K720_SLA","pook_9K720_TKINS","pook_9K720_CDF","pook_9K720_CDF_IND","pook_9K720_GUE","pook_9K720_TKGUE","pook_9K720_RACS", "pook_9K720K_RU","pook_9K720K_TAK","pook_9K720K_INS","pook_9K720K_SLA","pook_9K720K_TKINS","pook_9K720K_CDF","pook_9K720K_CDF_IND","pook_9K720K_GUE","pook_9K720K_TKGUE","pook_9K720K_RACS", "pook_K300P_RU","pook_K300P_TAK","pook_K300P_INS","pook_K300P_SLA","pook_K300P_TKINS","pook_K300P_CDF","pook_K300P_CDF_IND","pook_K300P_GUE","pook_K300P_TKGUE","pook_K300P_RACS" }; And these are all the magazines supported by the resident Arty function (as documented in the first post): Spoiler Quote _AH = [ // HE "pook_152mm_30rdHE", "pook_152mm_40rdHE", "pook_122mm_40rdHE", "pook_130mm_40rdHE", "pook_TOS1_mag", "pook_9M55_mag", "pook_9M27_mag", "pook_4K51_mag", // GBM "pook_3K60_mag", "pook_9K52_mag", "pandur_48rd_120mm_HE", "CUP_40Rnd_GRAD_HE", "CUP_12Rnd_MLRS_HE", "CUP_30Rnd_122mmHE_D30_M", "CUP_30Rnd_122mmWP_D30_M", // "CUP_30Rnd_122mmLASER_D30_M", "CUP_30Rnd_105mmHE_M119_M", "CUP_30Rnd_105mmWP_M119_M", // "CUP_30Rnd_105mmLASER_M119_M", "VME_Type86_30rndHE", // VME_PLZ05_Cannon, VME_Type86_122mm_Cannon | VME_PLA_Type86, VME_PLA_PLZ07, VME_PLA_PLZ05 "vme_122mm_RKT_x40", // 122mm MLRS | PLA_PHZ81, VME_PLA_PHZ10 "vme_PHL03_mag", // 300mm MLRS | PLA_PHL03 "VME_Mortar120mm_30rndHE", // 120mm SP arty | vme_PLL05 "RHS_mag_m1_he_12", // RHS_weap_M119 | RHS_M119_base "rhs_mag_155mm_m795_28", // rhs_weap_m284 | rhsusf_m109tank_base // "rhs_mag_155mm_m712_2", "rhs_mag_of462", // rhs_weap_D30 | rhs_D30_base "rhs_mag_of462_10", "rhs_mag_3of56", "rhs_mag_3of56_10", "rhs_mag_bk6m", "rhs_mag_bk13", // "rhs_mag_3of69m", // "rhs_mag_3of69m_2", "rhs_mag_HE_2a33", // RHS_Weap_2a33 | rhs_2s3tank_base "rhs_mag_WP_2a33", // "rhs_mag_LASER_2a33", "rhs_12Rnd_m821_HE", // rhs_mortar_81mm | RHS_M252_Base "rhs_1Rnd_m821_HE", "rhs_mag_3vo18_10", // rhs_weap_2b14 | rhs_2b14_82mm_Base "RHS_mag_40Rnd_122mm_rockets", // rhs_weap_grad | RHS_BM21_MSV_01 "rhs_mag_m31_6", // rhs_weap_mlrs_guided | rhsusf_himars_base "rhs_mag_mgm164_block4_1", // rhs_weap_atacms_guided | rhsusf_himars_atacms_base "rhs_mag_mgm168_block4_1", "32Rnd_155mm_Mo_shells", // ... BIS ... "8Rnd_82mm_Mo_shells", "8Rnd_82mm_Mo_guided", // "8Rnd_82mm_Mo_LG", "2Rnd_155mm_Mo_guided", // "2Rnd_155mm_Mo_LG", "12Rnd_230mm_rockets" ]; _AS = [ // SMOKE "pook_ARTY_12rdSMK", "CUP_30Rnd_105mmSMOKE_M119_M", "CUP_30Rnd_122mmSMOKE_D30_M", "VME_Type86_30rndSMOKE", "rhs_mag_m60a2_smoke_4", "rhs_mag_155mm_m825a1_2", "rhs_mag_d832du_10", "rhs_mag_d462", "rhs_mag_d462_2", "rhs_mag_SMOKE_2a33", "6Rnd_155mm_Mo_smoke", "8Rnd_82mm_Mo_Smoke_white", "Smoke_120mm_AMOS_White" ]; _AL = [ // ILUM "pook_ARTY_30rdILM", "CUP_30Rnd_105mmILLUM_M119_M", "CUP_30Rnd_122mmILLUM_D30_M", "VME_Type86_30rndILLUM", "rhs_mag_m314_ilum_4", "rhs_mag_155mm_485_2", "rhs_mag_3vs25m_10", "rhs_mag_53_va_832a_10", "rhs_mag_s463", "rhs_mag_s463_2", "rhs_mag_ILLUM_2a33", "8Rnd_82mm_Mo_Flare_white" ]; _AC = [ // CBU "rhs_mag_155mm_m864_3", "rhs_mag_m26_6", "rhs_mag_m26a1_6", "rhs_mag_xm29_6", "rhs_mag_m30_6", "rhs_mag_mgm140a_1", "rhs_mag_mgm140b_1", "rhs_mag_mgm164_block2_1", "CUP_12Rnd_MLRS_DPICM", "2Rnd_155mm_Mo_Cluster" ]; 1 Share this post Link to post Share on other sites
AtomicBoy 33 Posted July 31, 2019 8 hours ago, hcpookie said: These are the current classnames for the units... Reveal hidden contents And these are all the magazines supported by the resident Arty function (as documented in the first post): Reveal hidden contents 8 hours ago, hcpookie said: These are the current classnames for the units... Reveal hidden contents And these are all the magazines supported by the resident Arty function (as documented in the first post): Reveal hidden contents Thank you so much for everything Share this post Link to post Share on other sites
Shanil 8 Posted August 5, 2019 @hcpookie Are you planning to port your Arma 2 UGV Pack to Arma 3? Share this post Link to post Share on other sites
hcpookie 3770 Posted August 8, 2019 I know many have commented on the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire. So I am writing a script to (hopefully) address these in-game limitations. The script will give the gunners that shoot the nuke missiles the ability to view the nuke explosion from a remote drone. This is only in consideration of the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire, and not a "let's spawn a bunch of quad copters" script. I am still tweaking this script (when my computer stops bluescreening) but it looks VERY promising! Interestingly, it appears in my very recent testing that when the viewdistance is 12km, nuke missions beyond that range will still trigger the scripts, which is different than from a few months ago. I've tested out to 34km on the CUP maps. I'm not sure what is causing missions > 12km away to suddenly start working... but I'm not complaining! In its current form, the script lets the gunner see the nuke up close via the drone camera. The idea is that you can launch the nuke, and as the gunner, spawn a drone close to the blast so you can observe the blast remotely from your vehicle. The script spawns one of the quad copter drones and puts you in the camera view of the drone "gunner". The drone only lives for 2 minutes so it shouldn't affect any game balance issues by allowing "peeking" where drones may otherwise not be permitted (e.g. on MP servers). I'm going to add a check for a variable in the missionNameSpace so it can be toggled on/off if MP servers wouldn't want this ability. The good thing is that, in theory, even those long-range nuke missions should now succeed regardless of player view bubble distance settings. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted August 10, 2019 Good news, I found a major problem that was causing the nuke missions to fail sometimes! Nuke explosions should always succeed now 🙂 At least, the damage effects. I'm revamping the nuke scripts to reduce lag and trying to ensure the effects always work. I'm finding some of the effects failed due to differences in how "map objects" vs. "objects" are seen in the engine. Also, the drone seems to be working quite well. If you don't use the drone, the damage effects do appear to fire even outside view distance limitations. So that's more good news 🙂 Share this post Link to post Share on other sites
hcpookie 3770 Posted August 10, 2019 New update! Quote IMPROVED: Nuke script optimizations IMPROVED: Nuke damage scripts for buildings, map objects IMPROVED: SSBM CBU coverage NEW: 9K720 Iskander CBU and 5kt Nuclear missiles NEW: Battle Damage Assessment (BDA) drone for nuke fire mission controller 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted August 13, 2019 Another update Quote NEW: Gas masks now reduce nuclear fallout damage by half when players are within the radiation hot zone. Support for gas masks from: - BIS Contact - Global Mobilization - Hidden Identify Pack - FAP Units 1 Share this post Link to post Share on other sites
Digger James 133 Posted August 13, 2019 Next step is CBRN suits from contact fully protects, yea? Share this post Link to post Share on other sites
hcpookie 3770 Posted August 13, 2019 Honestly haven't looked that deeply into Contact stuff yet. I'm remodelling my basement bathroom and wondering when I'm going to have time to install my wood burning stove. And the french drain. And repair the fence. And replace my jeep's front wheel hubs. UGH... lol Share this post Link to post Share on other sites
hcpookie 3770 Posted August 14, 2019 Just published a small update - I accidentally left the gas mask PBO's for testing, and I have removed them. Sorry for the hassle! As far as how to use the gas masks - gas masks now reduce nuclear fallout damage by half when players are within the radiation hot zone. Support for gas masks from: - BIS Contact - Global Mobilization - Hidden Identity Pack - FAP Units To use, just put on the gas mask. When in the Hot Zone, you will suffer 50% less radiation damage with them on. Share this post Link to post Share on other sites
ostendadler 0 Posted October 28, 2019 Hey, Great fan of your work. Decided to finally sign up to the forum just to ask this. What would be the Init script for the scud to have the launcher erected? Rested? and Launching All i could find in the Wiki was Scudstate which I believe a status check. Would This ["scudLaunch", _veh]; Work ? Share this post Link to post Share on other sites